
GM Mustache |

Wulf and Jolga recall the tracking skills taught to all Kellid children and follow the drops of blood and faint footprints in the dirt.
It isn't too long before you see the wounded cleric of Hellion in the distance.100 feet He is leaning over and bleeding...
He is about to go around another corner of trash.

Charles Caskgrip |

"Good time to show off your guns, boys."

Jolga Krak |

Jolga's hand shoots out at the man and clenches in a fast. He mutters "The heavens demand you be still!"
Hold person. DC 18 will.
If he becomes paralyzed, Jolga urges Wulf "Can you knock him out before he leaves the heavens' magic?"

Jolga Krak |

One more chance as in one more thing this round or another round? If someone else tries something, power to them. All I've got is another hold person. If we don't have something else we try, I'll go for that.
Jolga frowns a little in frustration and tries to seize the fleeing man's will again.

Ezekiel "Zeke" Smith |

Pistols only have a range of 20 feet-- their maximum is 100 feet, but that's not a ranged touch attack and it adds a -10 distance penalty.
Cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5 (Jolga)
(Ton'iel rolled already)
Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2 (Wulf)
Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3 (Wulf #2)
Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8 (Wulf #3)
(Subtracted five more charges)

Charles Caskgrip |

"You end him or me?"

Charles Caskgrip |

Charles nods. "Can try. My experience, religious fanatics don't talk."

Ton'iel Wexley |

Assuming we catch up to the cleric
Ton hauls the man up to a sitting position, slamming him back against a pile of junk.
"Don't frekking move, don't even breathe." the elf growls, keeping the pistol perilously close to the man's face as he relieves the cleric of weapons.
"Who are you and who is Hellion, spill your guts before I do it!"

Wulf Torstein |

Wulf steps just past Ton and keeps an eye out. "We ask some questions first." He says looking back at Charles and Jolga. "Ton knows all the right words."

Jolga Krak |

Jolga moseys slowly over to the captive. He speaks in an eerily calm voice "You may think you will speak with your ancestors if you do not speak with us..." he remains quiet for a little while then states flatly "Do not be so optimistic..."
Intimidate guid: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
But his meaning is perhaps lost on the thug...

Charles Caskgrip |

"Soon Scrapwall will belong to the world?"

Ton'iel Wexley |

"Yeah, yeah, yeah..." Ton makes a whirling motion with one finger as if to say get on with it. "How many followers are in Scrapwall, and what can you tell us about the Lords of Rust?"

GM Mustache |

"Our numbers are legion! And when the Lords find our scouting party missing, they will descend on this place and smash your little group to pieces!"
Maybe I'll answer a more specific question, if you can come up with one and have a proper roll for it. But don't ask me open ended questions, you are just asking to have cultist drivel!

Charles Caskgrip |

"Any androids?"

Charles Caskgrip |

Charles can't help but let a snicker out.

Ton'iel Wexley |

Ton cracks the cleric painfully across the bridge of the nose with the Inferno Pistol.
"Hey genius, recognise this gun? Meyanda ain't coming back any time soon. So unless you want to go the same way she did, you better start being helpful."
I enjoy RP'ing with enemies but this character has zero social skills to be able to do it with any degree of success. So I will defer to my more capable colleagues

Jolga Krak |

Intimidate: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Jolga leans over the man with the scorpion hovering over the captive's face "How soon will they know your group is missing? Who will form the response?"

Charles Caskgrip |

"Not making a very good case for you staying alive."intimidate aid another: 1d20 ⇒ 16

Charles Caskgrip |

"How does that benefit us?"
intimidate: 1d20 ⇒ 19

Charles Caskgrip |

"May have been unclear. We let you go, you never speak a word of your cult, you just disappear. One, that's not how religions work. Two, what value do you bring to us alive?"

Jolga Krak |

Jolga looks at the man carefully, attempting to discern whether or not he speaks the truth, particularly about the lack of response to the missing patrol.
Sense motive w guidance: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
"You prayed at the feet of Lord Hellion? Where was that? How many are in your organization?"

Wulf Torstein |

Wulf rouses to anger. "I've had enough of this! He's just talking crap." He steps forward holding up his hammer. "You give us one piece of information we can use or that's it.
This normally happens to me when we take prisoners, even in my home game. Their just annoying :P I'll just smash him if he says something cocky.

Jolga Krak |

XD. His manic nature makes it a little weird but here's a try.
Jolga looks carefully at the man. "Tell me now, where do the Lords of Rust reside? You make it sound as if Hellion is below the city. Yet you pray at his feet. You also say your allies will descend on the city as if they were above it. Explain quickly."

GM Mustache |

"The Lords of Rust and Hellion live beneath the city in a huge futuristic complex! And when Hellion emerges, he will plow through the walls of Scrapwall and smash all who stand before him!" He pauses for a moment.
"That whole descend on the city thing, that was just a figure of speech." He nods, happy that his evil speech is properly understood.
I'll give you one more piece of useful information (what I deem useful anyway...)

Jolga Krak |

Jolga stares hard into the captive's eyes. "Where are the entrance to where the Lord's of Rust hide beneath the earth like vermin, fearing the very sight of the heavens?" Jolga thinks to himself What fools. To hide themselves from the only light worth seeing.

Jolga Krak |

Jolga looks quizzically at the self-impaled man. "Mad fanatics..." Then he turns to the rest. "I would honor these dead, if there is no emergency to prevent it." If no one objects, Jolga strips the dead of their valuables, piles them up, and burns them. But if someone objects, he's happy to continue forward immediately if there is urgency.

Jolga Krak |

Silverdisks added to loot.
Jolga piles the worthless gear in an orderly stack. Then he puts the ash in his pack and brushes off his hands. "Let us continue to Dinvaya?"

Wulf Torstein |

Wulf grits his teeth, and shakes his head. "Damn fool." He pulls out the holy symbol he picked up earlier and plays about with it. "So there is a 'huge futuristic complex' below the arena... But he also said this Lord Hellion granted him his powers and he's going to come to life? I don't know much about magic or gods can only gods give out power like those cleric's were wielding? Are we going to bump into a god down there?" He questions. "Maybe we should all hold on to a holy symbol it might get use into a few doors that may be opened to those who follow Hellion? But yah let's continue on."
Let's continue on.

Ezekiel "Zeke" Smith |

"Agreed," says Zeke. He's been quiet during the interrogation, pensively thinking about his conversation with Wulf before the fight. "I keep thinking about that gargoyle creature we fought in the caves under the Torch, and the android woman Meyanda who kept preaching about their god. I seem to remember she described Hellion as female-- something about that she was driven from her rightful throne, laboring beneath a tyrant and freeing herself from bondage, and that she would rise up from beneath Scrapwall and reclaim Starfall. 'The Demon Within,' she called her." He stares into space, frowning. "I wonder if the gargoyle was made to look like Hellion. It had fearsome claws, and I remember that Meyanda called Hellion 'the adamantine claw'-- if that was her voice we heard above."

Ton'iel Wexley |

"We should ask Dinvaya about Hellion and the arena. She's been here a while and must have seen the Lords of Rest rise and take control."

GM Mustache |

You see a slot canyon running through the trash to the west, and follow it through. You start hearing a metal noise in the distance, and follow it...
The tumultuous sound of metal grinding on metal issues forth from a constantly churning, grinding wall of gears that blocks off the western portion of this narrow valley. Only two larger gears remain motionless, situated at ground level in the center of the wall where one might expect to see a pair of doors.

Jolga Krak |

Jolga takes his time looking the wall of gears and the motionless gears in particular up and down to see if there is a way through. If it pleases the stars, these may swing open somehow...
Perception w guidance: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
K Eng w guidance: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Do their cogs not mesh with the others gears? They must not, right? Do I see a secret mechanism for opening them?

GM Mustache |

Jolga recognizes that the grinding gears serve no purpose other than to attract attention, and possible grind some fingers off when someone touches them. Instead, he sits back and studies the mechanism, eventually noticing a switch and flipping it. The two large gears swing silently out, opening a room for you. required a dc 25 percep
You peer inside. The room is dark, and mostly empty but the sun lights up a set of double doors another 15 feet inside. The doors are locked.
See Roll20 to get the lay of the land

Wulf Torstein |

"I'd take what these mad cult people say lightly. There's no way of really knowing if their just talking up this Hellion." Wulf says responding to Zeke. "But, that's a good memory. I'm a little worried when we do meet this Hellion though..."
As the group gets to Dinvaya place, he holds up his hammer stepping forward slowly. "Dinvaya! We're friends, we wish to talk. An old friend Father Joram sent us." He shouts out hoping to get on her good side.

Ton'iel Wexley |

Ton walks to the door and knocks politely.
That's on the assumption we are where we think Dinvaya is likely to be. I.e. does this location match up with the description of her place of residence